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Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 81 82 83 84 85140 >
 

Feb 27 2009, 12:30 am CrudeWhore Post #1641



Something else I just remembered: Warrior's L3 doesn't kill spawned units. I've killed many warriors as summoner who thought it did. Either change the mission objectives so it doesn't say it does, or make it kill spawned units. Also adjust the duration accordingly. I'm not sure how long it is, because I never play warrior (you can't get Warrior with random beacon in M3), but if it doesn't kill spawns, it should be at least a bit longer than volt's L3, since there's no mana drain and it has a much smaller range.



None.

Feb 27 2009, 2:30 am Moose Post #1642

We live in a society.

Quote from CrudeWhore
You nerfed its L1, ok...no one will ever use it except vs assassin.
Does Mutant only use Night Vision against Assassin?

Quote from CrudeWhore
2nd highest ranged hero
Mech and Medic both outrange Spec Ops.

Quote from name:FaZ-
L2: Summon/Recharge+Heal Bomber: A corsair summon. Casting D-Web somewhere (removing the d-web) stuns for 4-5 seconds and takes away 25 enemy mana. I think starting/recharging it with 90 energy and costing 100 to bomb would be fair. The Firebat should be immune to this stun and mana loss.
I don't really agree with it being a summon. The idea to change what D-web does sounds pretty good to me though. A one shot stun/mana drain might be a good idea instead of the gradual drain and speed reduction we have now. I think I might do this.

As for Assault's L1, I don't even like Grenade anymore. I might scrap it completely. How about a spell that spawns a few Marines around you to attack for a short burst?

Quote from CrudeWhore
Something else I just remembered: Warrior's L3 doesn't kill spawned units. I've killed many warriors as summoner who thought it did. Either change the mission objectives so it doesn't say it does, or make it kill spawned units. Also adjust the duration accordingly. I'm not sure how long it is, because I never play warrior (you can't get Warrior with random beacon in M3), but if it doesn't kill spawns, it should be at least a bit longer than volt's L3, since there's no mana drain and it has a much smaller range.
Warrior's stun is instant. Volt's has a charge-up and is very difficult to hit the faster heroes with.
I'll make sure Warrior's L3 takes care of Summoner's lings though.




Feb 27 2009, 3:08 am Lt.Church Post #1643



Quote from name:Theodore Roosevelt
As for Assault's L1, I don't even like Grenade anymore. I might scrap it completely. How about a spell that spawns a few Marines around you to attack for a short burst?

Id like a chaingun attack, it'd be fun =P, it fits the name "assault"



None.

Feb 27 2009, 3:15 am Magicide Post #1644

Sleeping wolves wake hungry.

For a "Chaingun" attack, I reckon scouts would be more appropriate.




Feb 27 2009, 3:19 am l)ark_ssj9kevin Post #1645

Just here for the activity... well not really

Grenade sucks, it's so hard to aim, you need to control both the firebat for survival, and the scourage can be outrun.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Feb 27 2009, 3:29 am CrudeWhore Post #1646



Quote from name:Theodore Roosevelt
Quote from CrudeWhore
You nerfed its L1, ok...no one will ever use it except vs assassin.
Does Mutant only use Night Vision against Assassin?

Quote from CrudeWhore
2nd highest ranged hero
Mech and Medic both outrange Spec Ops.

You quote 2 completely unimportant things and don't address the major issues I brought up? And yes, mutant's night vision shows the whole map, not 3% of it, so it's much more useful than a scan. You really have nothing to say about the major balance issues M4 introduced?



None.

Feb 27 2009, 3:52 am killer_sss Post #1647



Quote
Warrior's stun is instant. Volt's has a charge-up and is very difficult to hit the faster heroes with.
I'll make sure Warrior's L3 takes care of Summoner's lings though.

hence the reason to stun with l1 first it bys enough time for l3 which hurts like a sob. my favorite thing to do pump mana to 220 cast spell 1 spell 3 and then spell 4. ive killed so many full health medics with this. just wait for them to cast heal and seperate back out like they were or if they are alone just continue as normal. stun with S1 then drain mana stun with S3 then finish them off with the massive dmg of your S4.

the warriors level three does kill spawned units but only if player the computer base controls them. you will need to kill any spawned units not part of a spell but ones that walk arround such as fbats nukers, summoner's men, ect.

oh and btw idk how you figure Unholy's 1.5 is like starting from scratch. many of the changes you make are about the same you throw in a new spell and finetune. sometimes this forces the scrapping of other spells. I completely agree you shouldn't be his bitch but Unholy will put in the work he was just asking if you could help him with some of the stuff your better at. Two minds are always greater than one.

Any how as long as you continue on your seprate paths i hope you both actually make the game different. right now it is virtually the same. the only difference is a few new heros and changes to heros. That is the same game in my book and as such makes very little sense to have 2 versions constantly being screwed with. Hopefully you 2 will work it out or there will be some change that classifies this as a new game. Right now its only different spells from two different mappers.



None.

Feb 27 2009, 4:07 am Moose Post #1648

We live in a society.

Quote from CrudeWhore
I really disagree with the assault and ops changes. Assault was already weak as hell, and could only win by nuking (which was OP with dropship).
Yes. I know. That is why the class was revamped. Albeit not succesfully, but this isn't news. I believe I gave some mention of my hero choice statistics I was tracking where in all the 15-20 games I tracked nobody willingly picked Assault.

Quote from CrudeWhore
L1 was only OP vs LM
I disagree. Just functioning as a normal disruption web it already saves your life against every melee hero.
Warrior or Mutant trying to L2 you? Use an L1 and you get off with no additional damage.
With some spamming it gets just a little bit cheap. One or two casts wasn't OP, but once you can shoot out two or three webs every time you encounter an enemy hero, it gets a bit out of control.

Quote from CrudeWhore
L2 was so hard to hit with, and now it's harder to hit with and only stuns for long enough for the bat to catch up to the stunned hero.
I've seen some interesting chain stuns vs. some of the not super-fast classes.

Quote from CrudeWhore
L3 was pretty good before, but its new L3 is impossible to hit with (and can't be combo'd with stun because the fuse it too long).
I suppose, but it traps. One good hit does a LOT of damage.
Also, I have already agreed to FaZ-'s suggestion of adding some ITs to the blast creation.

Quote from CrudeWhore
L4 is now weaker as well (can't use 100 gas to buy ghost before you get your L4).
I have already addressed the Nuke problem by decreasing the cost of Nuke in the next version.

Quote from CrudeWhore
I agree both Ops and Assault are OP in M3
Assuming this is a typo.

Quote from CrudeWhore
And yes, mutant's night vision shows the whole map, not 3% of it, so it's much more useful than a scan.
You get three scans. (okay, 10 energy short of 3.)
You've also completely overlooked that your allies can see what you scan as well. I saw a VERY brutal burrowed Mutant ambush backfire with the Mutant's death yesterday.

Quote from CrudeWhore
And 4 rounds of stun with marine's range and attack rate is really strong.
I might change it to three stuns and/or shorten the duration. That might make things a little better.

Re: Special Ops, how about this arrangement:
L1 - Scanner, same as before. If it's really that underpowered, I'll lower the energy cost of scan to 50.
L2 - Bring back the Vessel for L2. Change energy costs of powers/vessel # limit to suit.
L3 - The current L2, crank up the damage slightly.
L4 - Bomber (as is now, without change I just mentioned [because it's an L4])

Quote from CrudeWhore
Its L4 was always the most or second most OP spell in the game, and now it can be abused even more with the dropship.
It's the best grinding spell in the game. And gets you a free outpost if nobody goes to get rid of the mines. Warrior's L4 also captures an outpost, too. Except that's even harder to stop because instead of taking a few mine hits (most likely for half damage because they're explosive damage, you have to make the Warrior leave too! Okay, maybe you can't take the mines out if you're Volt. Better than EMP, I guess.
I wouldn't call this L4 the most overpowered.

Quote from CrudeWhore
killing it at night (which is easily stopped by them throwing down another 2 cannons every other time you nuke it).
That gets very expensive very fast. And definitely gives you a net mineral gain.

Quote from CrudeWhore
PS. Summoner also needs nerfing: either to +1 attack, a pretty low cap on lings, removal of adrenal, or a complete revamp.
There has been enough discussion on this. I'm still deciding if/when to do this. I will probably follow suit with Unholy and reduce the maximum amount of Zerglings.

Quote from killer_sss
oh and btw idk how you figure Unholy's 1.5 is like starting from scratch.
You're putting words in my mouth. "Back to square one" and "starting from scratch" are two different idioms. If you play Unholy's plain 1.4 without any of my edits, you'll understand what I'm talking about.

Also, a note that I have confirmed the random hero beacon WILL give Warrior in 1.4M4.

Post has been edited 4 time(s), last time on Feb 27 2009, 4:30 am by Theodore Roosevelt.




Feb 27 2009, 4:54 am Decency Post #1649



Quote
Re: Special Ops, how about this arrangement:
L1 - Scanner, same as before. If it's really that underpowered, I'll lower the energy cost of scan to 50.
L2 - Bring back the Vessel for L2. Change energy costs of powers/vessel # limit to suit.
L3 - The current L2, crank up the damage slightly.
L4 - Bomber (as is now, without change I just mentioned [because it's an L4])

Seems better. Maybe if you gave it a 25 Energy Defensive Matrix, 50 Energy Irradiate, and 250 Energy EMP, and require the Vessel energy upgrade to be researched at Science Facility for 60 minerals or something, that would be fair. The only time I ever see Vessel usage though is against a Volt, Assault Bomber+Nuker, or DT. Against a Volt EMP is just complete stomp, so it's either that or take it out of the game.

However, if you add in this Vessel that makes the L1 nearly worthless, especially if you can have more than one at a time. It already detects and visions allies. I really don't know of a fitting spell, I feel like putting its first damage spell at L3 is going to force a lot of people to just tank with it.

As for hitting with Firebomb, it's just like the old L2. It's not a finisher, it's a starter. You need to use it against people from a cliff at night, flying out to explode. Then you take them out. Because of this the Firebat definitely needs some sort of stun, and more than one would help. That's why I suggested the "Charge Spell" earlier that's somewhat similar to Warrior's L3. I have another idea you might like better:

L1: Detpack - Places some sort of easily killable powerup, a vespene gas tank or something with 5 hp/255 armor that explodes in 30 seconds. If it does, it brings any enemy buildings near it to 10% life (100% shields) and stuns any nearby heroes for 8-10 seconds. Debatable whether or not to allow it to capture. It would definitely need a 3-5 second animation telling you that it's about to go off. This lets the Firebat destroy buildings like an "Assault" class should be able to, but at a fair speed. He still needs to fight through the shields, but that doesn't take him forever because he's concussive damage. Still though, that last 10% life would take a decent amount of time, so it would see more use against assimilators or with teammates to destroy cannons.

Also, a glitch: The marine turned into a ghost and I believe when he turned back into a Marine he was stuck between the two pillars just north of the middle warp gate. (I'm not entirely positive on this, I died and at night before I saw him changed back but he said he could not move and quit; that's what I assume happened.) Probably won't happen frequently, but put some sort of doodad in there anyway to be sure.

Post has been edited 1 time(s), last time on Feb 24 2023, 12:45 pm by Decency.



None.

Feb 27 2009, 4:57 am Moose Post #1650

We live in a society.

Quote from name:FaZ-
Seems better. Maybe if you gave it a 25 Energy Defensive Matrix, 50 Energy Irradiate, and 250 Energy EMP, and require the Vessel energy upgrade to be researched at Science Facility for 60 minerals or something, that would be fair. The only time I ever see Vessel usage though is against a Volt, Assault Bomber+Nuker, or DT. Against a Volt EMP is just complete rape, so it's either that or take it out of the game.

However, if you add in this Vessel that makes the L1 nearly worthless, especially if you can have more than one at a time. It already detects and visions allies. I really don't know of a fitting spell, I feel like putting its first damage spell at L3 is going to force a lot of people to just tank with it.
Hmmm.... yeah. What if we just had a max 1 vessel that worked like DM's Dark Orb?

Not a gigantic fan of the detpack. ;o

Quote from name:FaZ-
Also, a glitch: The marine turned into a ghost and I believe when he turned back into a Marine he was stuck between the two pillars just north of the middle warp gate. (I'm not entirely positive on this, I died and at night before I saw him changed back but he said he could not move and quit; that's what I assume happened.) Probably won't happen frequently, but put some sort of doodad in there anyway to be sure.
I actually should have anticipated some problems here. The Ghost is smaller than the Marine and can fit into some places that the Marine can't.




Feb 27 2009, 5:36 am Decency Post #1651



The L2 is still nearly useless against most opponents, so that's 7 civs into spell level/mana before he sees much out of it except against certain opponents. Helloooo Marine tanks.

The Vessel as an L1 might work, that's about it. But one of the Marine's first two spells in the build you gave needs to be changed. I personally think that keeping the Ghost at L2 is best, if its duration/damage need to be changed a bit, better that than moving it to L4.

I'm really not a fan of the Marine Burst, the Assault needs something to help set up his nuke. I thought Detpack was a great combo for that, especially with his concussive damage. I don't have any other thoughts.



None.

Feb 27 2009, 5:41 am ClansAreForGays Post #1652



So wait.... you want to make the Lv2 version of this Lv3 have a less expensive irradiate?(It's most useful spell when not vsing Volt...)




Feb 27 2009, 6:16 am Decency Post #1653



If we're limiting it to 1 Vessel, yes. The spawn Energy should be right around 25.



None.

Feb 27 2009, 9:11 pm rockz Post #1654

ᴄʜᴇᴇsᴇ ɪᴛ!

Faz-, vespene tank has infinite armor and can't be created via triggers.

One vessel would be a good thing, however if it's dark orbish, the costs of emp/def/irradiate would have to be higher. I wouldn't mind a sci vessel on a timer, which could cast spells immediately.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 27 2009, 10:07 pm Decency Post #1655



That makes killing it tricky, you could say that you have to walk next to it to disarm, I guess. You can simply place one off the arena with a max of one at a time and use move/give triggers. If Moose isn't going to like it though it's scrapped; I'm just trying to come up with some new ideas that can be comboed well with the Assault's other spells. That is definitely comboable with all 3 of the other spells, if it replaced his grenade.

I could see an L2 Orbish-Vessel working for the Spec Ops, or the L1 Scan working, but not both. Suggestions?



None.

Feb 27 2009, 10:57 pm Moose Post #1656

We live in a society.

Detection is really the only redundant area, but it's a rather big one...




Feb 27 2009, 11:50 pm ClansAreForGays Post #1657



It's rather easy for me to hit people with the grenade :dontgetit:




Feb 28 2009, 2:03 am Thuy Post #1658



Quote from ClansAreForGays
It's rather easy for me to hit people with the grenade :dontgetit:
same here! and in 1.4m4 i was basically stun locking people with it :]



None.

Feb 28 2009, 2:31 am ClansAreForGays Post #1659



Quote from name:bastard-tino
Quote from ClansAreForGays
It's rather easy for me to hit people with the grenade :dontgetit:
same here! and in 1.4m4 i was basically stun locking people with it :]
I have no greater joy in life than spamming mana and perma-locking them down for as long as I can (their teammates come)




Mar 1 2009, 1:48 am Thuy Post #1660



whoa something happened in 1.4m4 during the hero selection, everyones' sc crashed. No idea what the cause was.



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